![]() ![]() No experience with it, so I can't really say. Hardly anyone ever changes the default font, for instance, even though that's relatively easy to do. ![]() But when you play even a good RPG Maker game, you're liable to think "Oh, this has a lot of stuff in common with that horrible RPG Maker game I played/saw on the Steam store/watched a mocking LP of" and it will damage the experience.įor a basis of comparison, look at visual novels made in Ren'Py - they also demonstrate 'commonalities' that give them all a bad rap. This is not true of games made in Game Maker, Unity, or the majority of game engines designed to easily make more than one genre of game. Others are unavoidable, like the low resolution (at least in the older versions of RPG Maker people tend to use more often for some reason.) You literally have to fight the engine to avoid some of these commonalities, such as how (IIRC) LISA simulates gravity by having a separate map event fire at every location where the player can walk off a cliff, as RPG Maker does not natively support its side-view perspective. Good RPG Maker games still have prominent visual and gameplay traits (such as low resolution, menu layout, and often art style) in common with bad RPG Maker games. Just as importantly, bad Unity games don't necessarily make it obvious that they run on Unity either, except with the "Unity Personal" splash screen. RPG Maker has its default assets (even if they manage to avoid the default graphics, as soon as you hit the game over screen you can bet you'll be hearing that game over song) and Game Maker platformers almost universally suffer from the same glitches that tend to happen with the built-in movement/collision code. That horrible old default Unity GUI is a dead giveaway for a baffling number of bad games on Steam. It's funny, every free game creation tool has certain quirks that make amateur games made with them almost instantly recognizable. If you don't really know what you're doing as a designer, you'll fumble that attempt every single time. If it's not a standard SNES style RPG with middle-of-the-road anime character design, standard battle system and chunky overworld/exploration sprites, those default assets are a crutch that eager RM up-and-comers end up relying on too heavily.Īnd it's very much a valid issue if you want your player to develop an emotional bond with a certain character or a song or something if they've likely seen or heard it a dozen times before. The vast majority of the time when I see an obvious RPG Maker game with the default assets in use, the visual style of those assets is completely at odds with the content and themes the developer was going for. I think the problem with them is that they're designed for a very specific type of game. So could someone please explain to me why RM isn't typically taken as seriously as other game development softwares? Is everyone just over judgement about this program, or am I missing something? There are also fantastic games made with the software such as Off, Lisa the Painful, Pokemon Reborn and To The Moon. ![]() And of course, there are bad RPG Maker games. For every Undertale, Mystik Belle or Hotline Miami made with Gamemaker, there's a few really odd and unplayable messes uploaded to Itch.io. For every Kerbal Space Program, Gangbeasts or Grow Home made with Unity, there's at least half a dozen cheap asset flips thrown onto the Steam storefront to make a quick buck. Yes, there are bad games made with RPG Maker, but the same could be said for all game creation softwares. Honestly, I don't understand this argument either. There's also the argument that RM games are typically very bad. It sort of gives everyone a chance to make a fun game for everyone. Game development can be a very tricky field to get into, so the presence of software like this are great. If anything I consider this quite a good thing. I learned the basics of GameMaker in a few hours, for example. It is true that RM is an incredibly easy software to learn, but so are many game development software nowadays. However whenever I hear other devs talk about it, they often call it childish, too easy to learn, and only capable of producing samey games. I primarily use RM at the moment and play a lot of game created with it myself. ![]()
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